Heck yeah! Though I am irritated that red didn't get a lord in M13 and it it received a worse burn suite that what m12 handed out. :/
That's okay, the second flight where I played BR I opened Thundermaw, Murder x2, Tormented Soul x2, four exalted guys, and Intimi-Boar x2. Yeah, go figure, I took second(tiebreakers were the worst ever, I got down paired every round). Other than that, it was fan-fricken-tastic.
I still stand by Kuldotha Phoenix. Metalcraft is pretty easy to obtain, and having a recurring, hasty beater, ready to pick up any blades, and that flies even, is pretty incredible.
Commandercast has influenced me to get deeper and deeper into Red, and I certainly don't regret it. Red has some of the most enjoyable cards to play available to it.
I have long been a proponent of playing mono colored decks. Red is also my favorite color. Having played magic for 15+ years I have a lot of experience with mono red decks. The biggest things wrong with the color as of now, is that
1. red still has no enchantment removal. (barring chaos warp which is really recent, and pyroblast, which effects only blue.)mono red simply folds to a nasty enchantment. i.e. contamination
2. red has no exile effects that dont require you to deal damage first. and all of those are creature related. (into the core being the only exile thats not creature related.)
3. red cant deal with indestructable anything. no swords for that blightsteel in red. avacyn? please. cant kill that either.
4. any type of protection from red hoses you. and pro red and black are the most common protection abilities.
5. lack of tutors. imperial is too expensive outside of modo, goblins require tribal, and gamble is awful. while there is godo, and hoarding dragon, theese both only target artifacts, which is too narrow. if they dont want red to tutor, more cards like stranglehold are in order.
6. while land destruction is a great strength for red, it alienates players. most mass land destruction is frowned upon because it promotes non interactive games. nobody likes not being able to do anything. which goes against the "spirit" of commander. so, you either leave it out, or people will stop playing with you.
7. lack of any recursion. this again seems to be under slow address from wizards. charmbreaker devils, and the plethora of new phoenix are a great step in the right direction.
8. reds lack of card draw MAY be an issue of the past with two new wheel effects in the last couple of sets. so with winds, wheel, wheel, perceptions, and reforge, that should solve the problem
9. this one still boggles my mind. lack of any land ramp. red is right next to green on the wheel, and red has some of the most expensive spells in the game. I mean, come on. mountains come clumped together in ranges, its not the rocky mountain for god's sake, so its not a stretch to understand how red could fit in some land ramp. it doesnt have to be a lot, but when black is now tutoring for swamps with lilianna and her shade, white has land tax, tithe and a plethora of creatures, blue has straight draw, and forget about green, red is the stepchild of the group that has to go without.
I'm not discounting the power of red, like I said, red is my favorite color, but it has a lot of holes.
I have long been a proponent of playing mono colored decks. Red is also my favorite color. Having played magic for 15+ years I have a lot of experience with mono red decks. The biggest things wrong with the color as of now, is that
1. red still has no enchantment removal. (barring chaos warp which is really recent, and pyroblast, which effects only blue.)mono red simply folds to a nasty enchantment. i.e. contamination
2. red has no exile effects that dont require you to deal damage first. and all of those are creature related. (into the core being the only exile thats not creature related.)
4. any type of protection from red hoses you. and pro red and black are the most common protection abilities.
Artifacts, Karn, Warp World, Goblin Assassin, etc.
5. lack of tutors. imperial is too expensive outside of modo, goblins require tribal, and gamble is awful. while there is godo, and hoarding dragon, theese both only target artifacts, which is too narrow. if they dont want red to tutor, more cards like stranglehold are in order.
They really DO need to make Imperial Recruiter more affordable, but I wouldn't knock goblins. They're actually pretty good, and a goblin toolbox can solve a lot of problems. Don't forget how good Welder, Kiki-Jiki, Mirror Breaker, and Siege-Gang Commander alone are. Gamble really isn't that bad, and if you run wheel effects, you don't even get card disadvantage. I mean, it's a 1cc universal tutor for crying out loud! Godo, Bandit Warlord is awesome and I don't see how you can complain about him. Yeah, more stuff like Stranglehold would be nice.
6. while land destruction is a great strength for red, it alienates players. most mass land destruction is frowned upon because it promotes non interactive games. nobody likes not being able to do anything. which goes against the "spirit" of commander. so, you either leave it out, or people will stop playing with you.
That's not a problem with red though. That's a problem with people.
7. lack of any recursion. this again seems to be under slow address from wizards. charmbreaker devils, and the plethora of new phoenix are a great step in the right direction.
8. reds lack of card draw MAY be an issue of the past with two new wheel effects in the last couple of sets. so with winds, wheel, wheel, perceptions, and reforge, that should solve the problem
Agreed. Red has a pretty easy time keeping its hand full.
9. this one still boggles my mind. lack of any land ramp. red is right next to green on the wheel, and red has some of the most expensive spells in the game. I mean, come on. mountains come clumped together in ranges, its not the rocky mountain for god's sake, so its not a stretch to understand how red could fit in some land ramp. it doesnt have to be a lot, but when black is now tutoring for swamps with lilianna and her shade, white has land tax, tithe and a plethora of creatures, blue has straight draw, and forget about green, red is the stepchild of the group that has to go without.
Red has rituals instead. Mana Geyser is pretty incredible! There's also Gauntlet of Might, which really needs to be more affordable, and Braid of Fire, which is sort of niche, but powerful.
I'm not discounting the power of red, like I said, red is my favorite color, but it has a lot of holes.
Yeah, but a least the colorless solutions tend to be good cards anyway. It really isn't that bad IMO.
Yeah, that IS a tough one. Just another reason to play Karn, I suppose. At least Welder deals with it.
Between Karn, Into the Core, Chaos Warp, Warp World, Welder, Imperial for Welder, Matron for Welder, Gamble, and Wheels, you have decent odds of having an out if you don't squander your resources. You can also maybe kill the creature in response to the equip, and Stranglehold makes it tough for them to find it in the first place.
Capricious Efreet would like a world with you. Beyond that, artifacts fill the gap (not always very well).
(into the core being the only exile thats not creature related.)
3. red cant deal with indestructable anything.
How can you mention Into the Core and then claim red can't deal with indestructible permanents? Furnace Dragon also exiles artifacts, though I'd be hesitant to play it in a monored EDH deck.
gamble is awful.
Even with no cards in hand, it's an Entomb. You could do much worse.
while land destruction is a great strength for red, it alienates players.
Yep, though this varies by group. The first game of EDH I ever played included somebody casting Armageddon just because they could - I don't even think they had a creature on the board. We all rolled with it. I'd like to see a little more tolerance for mass land destruction in the format.
lack of any recursion. this again seems to be under slow address from wizards.
Hammer of Bogardan and Shard Phoenix are super old. They're a little small for EDH but still useful. Recursion as been a red thing for ages.
Hammer of Bogardan and Shard Phoenix are super old. They're a little small for EDH but still useful. Recursion as been a red thing for ages.
Yeah, there are quite a few decent phoenixes that can come back. Kuldotha Phoenix is especially nice. There's also the new Hammer of Bogardan, Thunderblade Charge.
I think some of you might have missed my point. I wasnt knocking red, I just think there are gaps that could be shored up to make it more compedetive as a color. I understand that a lot of issues red has can be taken care of with some colorless spells like artifacts. I was more addressing the problems of the color itself.
I mentioned into the core because it was the only flat out exile target anything i could think of for red. but again, it only targets artifacts. and its only one spell. I do think they are addressing the weaknesses of the color by printing more red friendly artifacts, and more utility red cards like chaos warp. also, feel free to look at my Urabrask deck in my sig. I think you might like it.
Red does have some areas of weakness (enchantment removal is one), but I think it's main weakness comes from other player's aversion to land descrution. LD is one of red's greatest strengths, and when that is taken away, you're not left with nearly as much. For some reason, LD is seen as worse that counterspells (at least in the places I've played). They both deny player's their cards/resources in one way or another, but are viewed differently among players.
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The main question I find myself wondering with red, as well as with white, as whether they have a deep enough card pool of really, really good cards to justify running them as mono colors vs. as a splash in a two or three color deck. In the latter case, you get all the best red (or white) cards without any of the relatively crap ones or the relative weaknesses of the color, all for the cost of a potentially slightly weaker mana base. Meh.
Red does have some areas of weakness (enchantment removal is one), but I think it's main weakness comes from other player's aversion to land descrution. LD is one of red's greatest strengths, and when that is taken away, you're not left with nearly as much. For some reason, LD is seen as worse that counterspells (at least in the places I've played). They both deny player's their cards/resources in one way or another, but are viewed differently among players.
Agreed. I've won several games on cockatrice riding a ramped out Malignus to victory after a cycled red Decree or Destructive force. Land destruction/regulation/nullification (as in the case of Blood Moon effects) is simply the most viable way aggressive decks can compete with the 3-5 color goodstuff decks that are so rampant in the format. It completes the trifecta of synergy (mana rocks, threats, and mass LD) aggro decks need to overcome the fact that their cards are individually not as powerful as a C. Sphinx of Prime Time.
Simply put, mass LD allows aggro decks to prolong or return the game to the early game, an environment in which they are most powerful.
As mainly a rakdos mage, though, I've gotten over the social stigma that comes with destroying lands and hands; they are easily the two most powerful assets to aggressive decks, especially alongside damage doubling enchantments (something red and black, not coincidentally, do best, though an honorable mention goes out to Gisela). Both prevent you opponent from playing, allowing combat to be an effective win-con in a format known for combo.
On another note, I'm currently drafting a primer for mid-range Aggro (strict Aggro isn't viable in this format) that should shed a lot of light on how to make a proper aggressive deck in EDH.
Agreed. I've won several games on cockatrice riding a ramped out Malignus to victory after a cycled red Decree or Destructive force. Land destruction/regulation/nullification (as in the case of Blood Moon effects) is simply the most viable way aggressive decks can compete with the 3-5 color goodstuff decks that are so rampant in the format. It completes the trifecta of synergy (mana rocks, threats, and mass LD) aggro decks need to overcome the fact that their cards are individually not as powerful as a C. Sphinx of Prime Time.
Simply put, mass LD allows aggro decks to prolong or return the game to the early game, an environment in which they are most powerful.
As mainly a rakdos mage, though, I've gotten over the social stigma that comes with destroying lands and hands; they are easily the two most powerful assets to aggressive decks, especially alongside damage doubling enchantments (something red and black, not coincidentally, do best, though an honorable mention goes out to Gisela). Both prevent you opponent from playing, allowing combat to be an effective win-con in a format known for combo.
On another note, I'm currently drafting a primer for mid-range Aggro (strict Aggro isn't viable in this format) that should shed a lot of light on how to make a proper aggressive deck in EDH.
What commander are you going to use for that? I'd be interested in reading it.
I currently have a Lyzolda deck dubbed "Auntie Lyzolda" as it combines the best attributes of Wort with Lyzolda's outstanding prowess and it's been running to a fairly high modicum of success. Feel free to check it out and use that in your Primer too. Good luck, and I really can't wait to read it now.
What commander are you going to use for that? I'd be interested in reading it.
I currently have a Lyzolda deck dubbed "Auntie Lyzolda" as it combines the best attributes of Wort with Lyzolda's outstanding prowess and it's been running to a fairly high modicum of success. Feel free to check it out and use that in your Primer too. Good luck, and I really can't wait to read it now.
There won't actually be a target commander for the primer; it's going to be basically an in-depth look on the aggro deck archetypes (voltron, swarm, and reanimator) and what makes them tick. Though, admittedly, I use the commanders I have the most experience with for many references and examples.
I'll be sure to check out your list and incorporate it into the primer, giving credit where it's due. It's definitely a good idea to include sample decklists so people know what success looks like. My first EDH deck was Lyzolda; good to know other people see her potential for utility and resiliency :D.
Edit: I should clarify that the target audience for the primer as well as the context for its topics is going to be multiplayer commander. Most of my decks can perform fine in a 1v1 situation, but are optimized for multiplayer. Aggro is a bit more of a taboo in multiplayer than 1v1 I imagine, so that's where my efforts are going to be allocated. Not that French 1v1 is bad or anything, I just have very little experience with it, and I want to keep my own personal speculation to a minimum.
I mentioned into the core because it was the only flat out exile target anything i could think of for red. but again, it only targets artifacts. and its only one spell.
The majority of these rely on damage being dealt and even the creature dying that turn, but it is still present. I can honestly say there are a multitude of utility dudes that I face on a regular basis that keep popping back that these cards can deal with permanently for me.
Btw, out of 229 red cards that say exile in their text, these are the only ones capable of exiling opponents' permanents.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Kumano, Master Yamabushi is soooo good against recursion, and he's the bane of small utility dudes everywhere. Give him deathtouch for the lulz.
There's a guy who does this exact thing in my playgroup with Basilisk Collar, in addition to the red Titan. Both are absolutely disgusting amounts of card advantage and he usually wins very quickly soon after, or gains buttloads of life so that taking him down is next to impossible without Sorin's -3. Thank the flying spaghetti monster's noodly appendage I play black heavily, but the synergy is still very powerful.
Yeah, Kumano is easily one of the best red cards in EDH. Reach attached to graveyard hate is very, very good any way you slice it.
I really should get this guy for Tahngarth already...
I think Tahngarth, Talruum Hero himself is severely underrated. Beat for 4 (let's be honest, it's probably going to be more), stay back to block, and kill a utility guy (or bigger with a pump) EOT? Sounds good to me.
I'm currently working on a Starke of Rath deck, cause I think he's awesome. With Rings of Brightearth/Magewright Stone/Thousand-year Elixir he's not bad, with Umbral Mantle he can be downright scary, with Homeward Path he's ridiculous, and there's always sacinresponse(Here's my obligatory ***** about how the token ownership rule changes really screwed up my whole Brand+Isochron Sceptre malarky that wasn't very good but still made me smile.).
Repeatable, unconditional, flexible removal on a stick in mono-red is non-exsistant as far as I know. All for 1RR. Broken.
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That's okay, the second flight where I played BR I opened Thundermaw, Murder x2, Tormented Soul x2, four exalted guys, and Intimi-Boar x2. Yeah, go figure, I took second(tiebreakers were the worst ever, I got down paired every round). Other than that, it was fan-fricken-tastic.
Nah, we need more Contraptions to Assemble first!
Steel Sabotage'ng Orbs of Mellowness since 2011.
It also combos rather well with sacrifice effects. For example, Life Chisel gives you 4: Gain 4 life. Ashnod's Altar plus Warstorm Surge gives you 2: 4 damage to target creature or player. Throw in Stalking Vengeance and Vicious Shadows if you want to get ridiculous.
1. red still has no enchantment removal. (barring chaos warp which is really recent, and pyroblast, which effects only blue.)mono red simply folds to a nasty enchantment. i.e. contamination
2. red has no exile effects that dont require you to deal damage first. and all of those are creature related. (into the core being the only exile thats not creature related.)
3. red cant deal with indestructable anything. no swords for that blightsteel in red. avacyn? please. cant kill that either.
4. any type of protection from red hoses you. and pro red and black are the most common protection abilities.
5. lack of tutors. imperial is too expensive outside of modo, goblins require tribal, and gamble is awful. while there is godo, and hoarding dragon, theese both only target artifacts, which is too narrow. if they dont want red to tutor, more cards like stranglehold are in order.
6. while land destruction is a great strength for red, it alienates players. most mass land destruction is frowned upon because it promotes non interactive games. nobody likes not being able to do anything. which goes against the "spirit" of commander. so, you either leave it out, or people will stop playing with you.
7. lack of any recursion. this again seems to be under slow address from wizards. charmbreaker devils, and the plethora of new phoenix are a great step in the right direction.
8. reds lack of card draw MAY be an issue of the past with two new wheel effects in the last couple of sets. so with winds, wheel, wheel, perceptions, and reforge, that should solve the problem
9. this one still boggles my mind. lack of any land ramp. red is right next to green on the wheel, and red has some of the most expensive spells in the game. I mean, come on. mountains come clumped together in ranges, its not the rocky mountain for god's sake, so its not a stretch to understand how red could fit in some land ramp. it doesnt have to be a lot, but when black is now tutoring for swamps with lilianna and her shade, white has land tax, tithe and a plethora of creatures, blue has straight draw, and forget about green, red is the stepchild of the group that has to go without.
I'm not discounting the power of red, like I said, red is my favorite color, but it has a lot of holes.
I feel so sad playing against Darksteel Plate
You can and probably should include a few colorless solutions to enchantments in a mono red deck, and they're really not that bad. Nevinyrral's Disk and Oblivion Stone are strong in most metas. Steel Hellkite is a solid creature. Karn Liberated is not a bad card by any stretch. Even Spine of Ish Sah at least gives you Goblin Welder fodder and is super versatile. Plus all of these except for Karn can be recurred by Welder and Trash for Treasure and fetched with Hoarding Dragon.
You still have Brittle Effigy and Duplicant, both nice cards. If you want more, there's Helvault and Amulet of Unmaking. And again, Karn.
Everything listed under 2. plus Chaos Warp and Warp World. You can also steal and sac, use something like Confusion in the Ranks, Thieves' Auction, or Scrambleverse to take it permanently, or Goblin Assassin (grab with Goblin Recruiter for extra fun) to force a sac. Vow of Lightning and Helm of Possession can work in some situations.
Artifacts, Karn, Warp World, Goblin Assassin, etc.
They really DO need to make Imperial Recruiter more affordable, but I wouldn't knock goblins. They're actually pretty good, and a goblin toolbox can solve a lot of problems. Don't forget how good Welder, Kiki-Jiki, Mirror Breaker, and Siege-Gang Commander alone are. Gamble really isn't that bad, and if you run wheel effects, you don't even get card disadvantage. I mean, it's a 1cc universal tutor for crying out loud! Godo, Bandit Warlord is awesome and I don't see how you can complain about him. Yeah, more stuff like Stranglehold would be nice.
That's not a problem with red though. That's a problem with people.
Goblin Welder, Trash for Treasure, Haunted Fengraf+Crucible of Worlds, Nim Deathmantle, and Sword of Light and Shadow are all good cards.
Kuldotha Phoenix is amazing, btw. Squee, Goblin Nabob is pretty good too.
Agreed. Red has a pretty easy time keeping its hand full.
Red has rituals instead. Mana Geyser is pretty incredible! There's also Gauntlet of Might, which really needs to be more affordable, and Braid of Fire, which is sort of niche, but powerful.
Yeah, but a least the colorless solutions tend to be good cards anyway. It really isn't that bad IMO.
Mono Red's Strengths and Mono White's Strengths
Yeah, that IS a tough one. Just another reason to play Karn, I suppose. At least Welder deals with it.
Between Karn, Into the Core, Chaos Warp, Warp World, Welder, Imperial for Welder, Matron for Welder, Gamble, and Wheels, you have decent odds of having an out if you don't squander your resources. You can also maybe kill the creature in response to the equip, and Stranglehold makes it tough for them to find it in the first place.
Oh yeah, and Furnace Dragon and technically Apocalypse.
(Sorry for the double post)
Mono Red's Strengths and Mono White's Strengths
Capricious Efreet would like a world with you. Beyond that, artifacts fill the gap (not always very well).
How can you mention Into the Core and then claim red can't deal with indestructible permanents? Furnace Dragon also exiles artifacts, though I'd be hesitant to play it in a monored EDH deck.
Even with no cards in hand, it's an Entomb. You could do much worse.
Yep, though this varies by group. The first game of EDH I ever played included somebody casting Armageddon just because they could - I don't even think they had a creature on the board. We all rolled with it. I'd like to see a little more tolerance for mass land destruction in the format.
Hammer of Bogardan and Shard Phoenix are super old. They're a little small for EDH but still useful. Recursion as been a red thing for ages.
Yeah, there are quite a few decent phoenixes that can come back. Kuldotha Phoenix is especially nice. There's also the new Hammer of Bogardan, Thunderblade Charge.
Mono Red's Strengths and Mono White's Strengths
Steel Sabotage'ng Orbs of Mellowness since 2011.
Isperia, Supreme Judge: Control
Malfegor: Control
Mono Red's Strengths and Mono White's Strengths
I mentioned into the core because it was the only flat out exile target anything i could think of for red. but again, it only targets artifacts. and its only one spell. I do think they are addressing the weaknesses of the color by printing more red friendly artifacts, and more utility red cards like chaos warp. also, feel free to look at my Urabrask deck in my sig. I think you might like it.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Agreed. I've won several games on cockatrice riding a ramped out Malignus to victory after a cycled red Decree or Destructive force. Land destruction/regulation/nullification (as in the case of Blood Moon effects) is simply the most viable way aggressive decks can compete with the 3-5 color goodstuff decks that are so rampant in the format. It completes the trifecta of synergy (mana rocks, threats, and mass LD) aggro decks need to overcome the fact that their cards are individually not as powerful as a C. Sphinx of Prime Time.
Simply put, mass LD allows aggro decks to prolong or return the game to the early game, an environment in which they are most powerful.
As mainly a rakdos mage, though, I've gotten over the social stigma that comes with destroying lands and hands; they are easily the two most powerful assets to aggressive decks, especially alongside damage doubling enchantments (something red and black, not coincidentally, do best, though an honorable mention goes out to Gisela). Both prevent you opponent from playing, allowing combat to be an effective win-con in a format known for combo.
On another note, I'm currently drafting a primer for mid-range Aggro (strict Aggro isn't viable in this format) that should shed a lot of light on how to make a proper aggressive deck in EDH.
Isperia, Supreme Judge: Control
Malfegor: Control
What commander are you going to use for that? I'd be interested in reading it.
I currently have a Lyzolda deck dubbed "Auntie Lyzolda" as it combines the best attributes of Wort with Lyzolda's outstanding prowess and it's been running to a fairly high modicum of success. Feel free to check it out and use that in your Primer too. Good luck, and I really can't wait to read it now.
Steel Sabotage'ng Orbs of Mellowness since 2011.
There won't actually be a target commander for the primer; it's going to be basically an in-depth look on the aggro deck archetypes (voltron, swarm, and reanimator) and what makes them tick. Though, admittedly, I use the commanders I have the most experience with for many references and examples.
I'll be sure to check out your list and incorporate it into the primer, giving credit where it's due. It's definitely a good idea to include sample decklists so people know what success looks like. My first EDH deck was Lyzolda; good to know other people see her potential for utility and resiliency :D.
Edit: I should clarify that the target audience for the primer as well as the context for its topics is going to be multiplayer commander. Most of my decks can perform fine in a 1v1 situation, but are optimized for multiplayer. Aggro is a bit more of a taboo in multiplayer than 1v1 I imagine, so that's where my efforts are going to be allocated. Not that French 1v1 is bad or anything, I just have very little experience with it, and I want to keep my own personal speculation to a minimum.
Isperia, Supreme Judge: Control
Malfegor: Control
Actually, red has a few exile effects:
Apocalypse
Carbonize
Decree of Annihilation
Demonfire
Disintegrate
Elkin Lair
Frostwielder
Furnace Dragon
Into the Core
Invader Parasite
Kumano's Blessing
Kumano's Pupils
Kumano, Master Yamabushi
Magma Spray
Mudhole
Petradon
Petravark
Pillar of Flame
Red Sun's Zenith
Scorching Lava
Sowing Salt
Worldfire
Yamabushi's Flame
Yamabushi's Storm
The majority of these rely on damage being dealt and even the creature dying that turn, but it is still present. I can honestly say there are a multitude of utility dudes that I face on a regular basis that keep popping back that these cards can deal with permanently for me.
Btw, out of 229 red cards that say exile in their text, these are the only ones capable of exiling opponents' permanents.
Cockatrice Username: seriph0
Mono Red's Strengths and Mono White's Strengths
There's a guy who does this exact thing in my playgroup with Basilisk Collar, in addition to the red Titan. Both are absolutely disgusting amounts of card advantage and he usually wins very quickly soon after, or gains buttloads of life so that taking him down is next to impossible without Sorin's -3. Thank the flying spaghetti monster's noodly appendage I play black heavily, but the synergy is still very powerful.
Yeah, Kumano is easily one of the best red cards in EDH. Reach attached to graveyard hate is very, very good any way you slice it.
Isperia, Supreme Judge: Control
Malfegor: Control
I really should get this guy for Tahngarth already...
Steel Sabotage'ng Orbs of Mellowness since 2011.
I think Tahngarth, Talruum Hero himself is severely underrated. Beat for 4 (let's be honest, it's probably going to be more), stay back to block, and kill a utility guy (or bigger with a pump) EOT? Sounds good to me.
Mono Red's Strengths and Mono White's Strengths
Repeatable, unconditional, flexible removal on a stick in mono-red is non-exsistant as far as I know. All for 1RR. Broken.